You have worked long and hard with one particular type of
weapon: swords, axes, daggers, whips, or whatever you choose.
Thus, you are a swordsman, an axemaster, a mistress of knives,
or whatever is appropriate to your chosen weapon. A master of
the rapier is d ifferent from a master of the warhammer.
You might wear a symbol-a badge, a pin , a tattoo, an
amulet, certain colors, and so on-that indicates the school
in which you trained, the style of fighting you have mastered,
or the name of your mentor. Your weapon is almost certainly
your finest possession. Not only is it well cared for and of
high quality, but you probably keep it in a beautiful scabbard,
harness, belt, case, or something similar.
Many glaives are weapon masters, but sometimes a jack
might choose this path, particularly with lighter weapons.
Connection: Pick one other PC. That character shows
potential in the use of your weapon. You would like to train
her, but you're not necessarily qualified to teach (that's up
to you), and she might not be interested (that's up to her).
Additional Equipment: You have a high-quality weapon of
your choosing.
Weaponry Esoteries: If you perform esoteries, your attacks
always look like your chosen weapon. So the force blast of
the Onslaught esotery appears to be a large weapon made
of force, and the Flash esotery produces a flurry of weaponry.
These alterations change nothing other than the appearance
of the effects. As another example, Barrier becomes a wall of
swirling blades of energy. This alteration changes the esotery
such that it is not a solid barrier but rather inflicts 1 point of
damage to anyone who touches it and 4 points of damage to
anyone who passes through it.
Minor Effect Suggestions: The target is so dazzled by
your expertise that it is dazed for one round, during which
time the difficulty of all tasks it performs is modified by one
step to its detriment.
Major Effect Suggestions: Make an immediate additional
attack with the weapon as part of your turn.
Tier 1: Weapon Master. You gain a +1 bonus to damage
with your chosen weapon. Enabler.
Tier 2: Weapon Defense. While your chosen weapon is in
your hand or hands, you are trained in Speed defense rolls.
Enabler.
Tier 3: Rapid Attack (3 Speed poi nts). Once per round, you
can make an additional attack with your chosen weapon.
Enabler.
Tier 4: Never Fumble. If you roll a natural 1 when attacking
with your chosen weapon, you can ignore or countermand the
GM's intrusion for that roll. You can never be disarmed of your
chosen weapon, nor will you ever drop it accidentally. Enabler.
Tier 5: Extreme Mastery (4 Might points) . When using your
chosen weapon, you can reroll any attack roll you wish and
take the better of the two results. Enabler.
Tier 6: Damage Dealer. You gain a +2 bonus to damage
with your chosen weapon. This bonus adds to the one from
the Weapon Master ability, giving you a total bonus of +3.
Enabler.
Death Dealer (5 Might poi nts). If you strike a foe of
level 3 or less with your chosen weapon, you kill the target
instantly. Action.